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[AC - Track]Laguna Seca


Alessandro Pollini

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Laguna Seca

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Laguna Seca by bernds

 

New in v0.4:

  • New AI line from heavyweight1413's thread
  • Redid the road markings between pitlane exit and the main track. In the previous version, I attempted to do these with a shrink-wrapped object on top of the track, and it didn't look very good. It's all geometry now. Also, the pitlane exit now has white lines as it should.
  • Made another pass over all the kerbs, adding depth, aligning them better with the road, etc.
  • The "Yokohama" bridge between T3 and T4 now finally has stairs on both sides. Probably could do with a bit more scaling and placing finetuning.
  • The landscape mesh now is actually closed, no more holes (the lake area surrounded by T2/T3/T4 wasn't done previously).
  • Experimented with a racing line groove overlaid on the road. Included in the release is only a relatively faint one; I'm planning to add a bit more in corners and braking zones.
  • Added some of the more visible power lines
  • Added a bit more stuff to the pitlane. Still incomplete. However, made an experiment adding several hundred of the geometry-heavy tent roofs, and it didn't seem to affect performance, so I guess I can go crazy here in terms of polygon budget.
  • A few new buildings.
  • Tried to improve the scenery that's visible from T11, for example by adding some sidewalks and fences to the road so it doesn't all just look like a flat rubbish texture.
  • The guardrail inside the pitlane should actually follow the road now. Still needs work though.
  • New cameras_start.ini so things don't look ridiculous after loading.
  • Built a truck. Not really visible yet, and needs a few more to keep it company.


Plans:

  • Improve textures. The worst problems are solved but it's not state-of-the art. Low priority since I don't see a clear way forward for the most part.
  • Trees. I guess they could be worse, but I'm not really satisfied. On the bright side, the polygon budget experiment gives me some hope I can do away with the 2D ones. Took some photographs of leaves.
  • Add more tents/buildings/cars/trucks where large empty spaces can be seen (behind the pitlane for example).
  • Improve existing bits by adding detail where needed.
  • Experiment with tyre mark textures some more.
  • Look into an alternate layout.
  • Probably stuff I've forgotten.

 

screenshot_ks_bmw_m235i_racing_bs_lagunaseca_6-9-115-15-38-1-jpg.70795
screenshot_ks_bmw_m235i_racing_bs_lagunaseca_6-9-115-15-35-53-jpg.70790
screenshot_ks_bmw_m235i_racing_bs_lagunaseca_6-9-115-15-36-19-jpg.70791
screenshot_ks_bmw_m235i_racing_bs_lagunaseca_6-9-115-15-36-49-jpg.70792
screenshot_ks_bmw_m235i_racing_bs_lagunaseca_6-9-115-15-37-13-jpg.70793
screenshot_ks_bmw_m235i_racing_bs_lagunaseca_6-9-115-15-37-31-jpg.70794


 

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